Every designer starts somewhere. These are selected works from 1999 to 2013 — the moments that mattered.
Student experiments. First clients. The first time I realized design could actually change something. These are not polished highlights. They are the fingerprints left by a career learning what it could become.
Before 3D fluid sim was easy. One month, one college junior, one 3D ice cube that finally looked like ice. Diet Coke, Shenyang.
那还是 3D 流体模拟不普及的年代。一个月,一个大三学生,做出一块终于看起来像冰的 3D 冰块——健怡可乐,沈阳。
Blizzard · 2004 — 2006
2006
No studio. No brief. Not even a drawing tablet. Just a mouse, a screen, and a year before graduate school. I drew an entire World of Warcraft series by mouse and submitted it to Blizzard’s fan art program — five years running, tens of thousands of submissions deep. The response: an invitation to join as an illustrator, and a personal note from a senior executive. Limited tools. No limit on the work.
"Blizzard Entertainment runs a Fan Art program though which thousands of amateur and professional artists have submitted works of art inspired by one of Blizzard's computer game titles. This program has been running for going on 5 years and while tens of the thousands of works of art have been submitted, only a very select number of exceptional quality pieces are chosen for display on our official Blizzard.com web site. Yun is one of the relative few artists who has been featured on the web site on multiple times for his works which are of impressive quality and it's been my pleasure to share them with our fan community. This is my personal view and does not represent an official endorsement by Blizzard Entertainment or Activision Blizzard."
Greenpeace · 2007 — 2013
2007 — 2013
"More freedom, more fun." In 2009, I ran a small agency. Greenpeace knocked—and it never felt like work. With an NGO, topics shifted wildly: palm oil, climate justice, ocean protection. Each brief demanded a new visual language. We experimented, played, and won a Best Design Award in Barcelona. But the real takeaway wasn't the award. Running the agency taught me to think beyond the canvas—to weigh creative instinct against business reality, to see the whole picture before touching a tool. That habit has followed me into every project since.
A collection of odds and ends from the early days—student projects, late-night experiments, freelance gigs between semesters. Some rough, some weird, some surprisingly half-decent. They don't tell one story, but together they show someone who couldn't stop making stuff.